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Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288111]
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Mon, 01 August 2011 21:54
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MJOne |
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Messages:100
Registered:March 2010 Location: Sweden |
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I enjoy reading your never-ending enthusiasm for this game Cell!
But Im not sure we need a new variable, as you state, I will show you why. The dynamics is already there. I will post two pictures to show you what I mean:
Take a look at the anti-material rifles:
Just to further show you how deadly the anti-material rifles are(armor rating starts at 85 here):
All the numbers are based on FMJ ammo, not AP.
Red = Heavy damage
Orange = Medium damage
Yellow = Light damage
First column = weapon name
Second column = damage on flesh
Third and onwards = damage at different armor ratings
These numbers are a rough overview, because ingame, there are a 25% chance of inflicting less or more damage and some other stuff... But you get my point...
Study the pictures in-depth and you will see what I mean, due to my formulas, some calibers are devastating when used on flesh, but almost worthless when it comes to medium/heavy armor, however you will still take energy damage. So even if you get shot by a shotgun(using buckshot) your armor will probarly stop the pellets, but your energy takes damage because of the blunt force.
I will let the numbers speak for themselves, that's the whole point of this mod, I have however adjusted the formulas to avoid any unwanted extremes in terms of gameplay.
Someone might comment on the Barret and Gepard here, that they are extreme... well... They are "extreme", that's their nature...
Anti-material rifles are just that: anti-material rifles. They will blow a hole in you and your friend and your dog and your car and your house. Period.
They are developed to strike at light armor vehicles, first and foremost.
Anyways, back to work on 2.4!
[Updated on: Mon, 01 August 2011 22:17] by Moderator Report message to a moderator
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Sergeant
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